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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 6076

Last change on this file since 6076 was 6075, checked in by bensch, 19 years ago

orxonox/trunk: PNode rearange

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Benjamin Grauer
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
17
18#include "p_node.h"
19
20#include "load_param.h"
21#include "class_list.h"
22
23#include "compiler.h"
24#include "debug.h"
25
26#include "glincl.h"
27#include "color.h"
28
29using namespace std;
30
31
32/**
33 * @brief standard constructor
34 */
35PNode::PNode (PNode* parent)
36{
37  init();
38  if (parent != NULL)
39    parent->addChild(this);
40}
41
42/**
43 * @brief initializes a PNode
44 * @param parent the parent for this PNode
45 */
46void PNode::init()
47{
48  this->setClassID(CL_PARENT_NODE, "PNode");
49
50  this->bRelCoorChanged = true;
51  this->bRelDirChanged = true;
52  this->parent = NULL;
53  this->parentMode = PNODE_PARENT_MODE_DEFAULT;
54  this->bActive = true;
55
56  // smooth-movers
57  this->toCoordinate = NULL;
58  this->toDirection = NULL;
59  this->bias = 1.0;
60}
61
62// NullParent Reference
63PNode* PNode::nullParent = NULL;
64
65/**
66 * @brief standard deconstructor
67 *
68 * There are two general ways to delete a PNode
69 * 1. delete instance;
70 *   -> result
71 *    delete this Node and all its children and children's children...
72 *    (danger if you still need the children's instance somewhere else!!)
73 *
74 * 2. instance->removeNode(); delete instance;
75 *   -> result:
76 *    moves its children to the NullParent
77 *    then deletes the Element.
78 */
79PNode::~PNode ()
80{
81  // remove the Node, delete it's children (if required).
82  std::list<PNode*>::iterator tmp = this->children.begin();
83  std::list<PNode*>::iterator deleteNode;
84  while(!this->children.empty())
85    while (tmp != this->children.end())
86    {
87      deleteNode = tmp;
88      ++tmp;
89      printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName());
90      if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) ||
91          ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT))
92      {
93        if (this == PNode::nullParent && (*deleteNode)->parentMode & PNODE_REPARENT_TO_NULLPARENT)
94          delete (*deleteNode);
95        else
96          (*deleteNode)->reparent();
97      }
98      else
99        delete (*deleteNode);
100    }
101
102  if (this->parent != NULL)
103   {
104     this->parent->children.remove(this);
105     this->parent = NULL;
106   }
107
108  // remove all other allocated memory.
109  if (this->toCoordinate != NULL)
110    delete this->toCoordinate;
111  if (this->toDirection != NULL)
112    delete this->toDirection;
113
114  if (this == PNode::nullParent)
115    PNode::nullParent = NULL;
116}
117
118
119/**
120 * @brief loads parameters of the PNode
121 * @param root the XML-element to load the properties of
122 */
123void PNode::loadParams(const TiXmlElement* root)
124{
125  static_cast<BaseObject*>(this)->loadParams(root);
126
127  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
128      .describe("Sets The relative position of the Node to its parent.");
129
130  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
131      .describe("Sets The absolute Position of the Node.");
132
133  LoadParam(root, "rel-dir", this, PNode, setRelDir)
134      .describe("Sets The relative rotation of the Node to its parent.");
135
136  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
137      .describe("Sets The absolute rotation of the Node.");
138
139  LoadParam(root, "parent", this, PNode, setParent)
140      .describe("the Name of the Parent of this PNode");
141
142  LoadParam(root, "parent-mode", this, PNode, setParentMode)
143      .describe("the mode to connect this node to its parent ()");
144
145  // cycling properties
146  if (root != NULL)
147  {
148    LOAD_PARAM_START_CYCLE(root, element);
149    {
150      LoadParam_CYCLE(element, "child", this, PNode, addChild)
151          .describe("adds a new Child to the current Node.");
152
153    }
154    LOAD_PARAM_END_CYCLE(element);
155  }
156}
157
158/**
159 * @brief set relative coordinates
160 * @param relCoord relative coordinates to its parent
161 *
162 *
163 * it is very importand, that you use this function, if you want to update the
164 * relCoordinates. If you don't use this, the PNode won't recognize, that something
165 * has changed and won't update the children Nodes.
166 */
167void PNode::setRelCoor (const Vector& relCoord)
168{
169  if (this->toCoordinate!= NULL)
170  {
171    delete this->toCoordinate;
172    this->toCoordinate = NULL;
173  }
174
175  this->relCoordinate = relCoord;
176  this->bRelCoorChanged = true;
177}
178
179/**
180 * @brief set relative coordinates
181 * @param x x-relative coordinates to its parent
182 * @param y y-relative coordinates to its parent
183 * @param z z-relative coordinates to its parent
184 * @see  void PNode::setRelCoor (const Vector& relCoord)
185 */
186void PNode::setRelCoor (float x, float y, float z)
187{
188  this->setRelCoor(Vector(x, y, z));
189}
190
191/**
192 * @brief sets a new relative position smoothely
193 * @param relCoordSoft the new Position to iterate to
194 * @param bias how fast to iterate to this position
195 */
196void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
197{
198  if (likely(this->toCoordinate == NULL))
199    this->toCoordinate = new Vector();
200
201  *this->toCoordinate = relCoordSoft;
202  this->bias = bias;
203}
204
205
206/**
207 * @brief set relative coordinates smoothely
208 * @param x x-relative coordinates to its parent
209 * @param y y-relative coordinates to its parent
210 * @param z z-relative coordinates to its parent
211 * @see  void PNode::setRelCoorSoft (const Vector&, float)
212 */
213void PNode::setRelCoorSoft (float x, float y, float z, float bias)
214{
215  this->setRelCoorSoft(Vector(x, y, z), bias);
216}
217
218
219/**
220 * @param absCoord set absolute coordinate
221 */
222void PNode::setAbsCoor (const Vector& absCoord)
223{
224  if (this->toCoordinate!= NULL)
225  {
226    delete this->toCoordinate;
227    this->toCoordinate = NULL;
228  }
229
230  if( likely(this->parentMode & PNODE_MOVEMENT))
231  {
232      /* if you have set the absolute coordinates this overrides all other changes */
233    if (likely(this->parent != NULL))
234      this->relCoordinate = absCoord - parent->getAbsCoor ();
235    else
236      this->relCoordinate = absCoord;
237  }
238  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
239  {
240    if (likely(this->parent != NULL))
241      this->relCoordinate = absCoord - parent->getAbsCoor ();
242    else
243      this->relCoordinate = absCoord;
244  }
245
246  this->bRelCoorChanged = true;
247//  this->absCoordinate = absCoord;
248}
249
250
251/**
252 * @param x x-coordinate.
253 * @param y y-coordinate.
254 * @param z z-coordinate.
255 * @see void PNode::setAbsCoor (const Vector& absCoord)
256 */
257void PNode::setAbsCoor(float x, float y, float z)
258{
259  this->setAbsCoor(Vector(x, y, z));
260}
261
262
263/**
264 * @param absCoord set absolute coordinate
265 * @todo check off
266 */
267void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
268{
269  if (this->toCoordinate == NULL)
270    this->toCoordinate = new Vector;
271
272  if( likely(this->parentMode & PNODE_MOVEMENT))
273  {
274      /* if you have set the absolute coordinates this overrides all other changes */
275    if (likely(this->parent != NULL))
276      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
277    else
278      *this->toCoordinate = absCoordSoft;
279  }
280  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
281  {
282    if (likely(this->parent != NULL))
283      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
284    else
285      *this->toCoordinate = absCoordSoft;
286  }
287}
288
289
290/**
291 * @brief shift coordinate relative
292 * @param shift shift vector
293 *
294 * this function shifts the current coordinates about the vector shift. this is
295 * usefull because from some place else you can:
296 * PNode* someNode = ...;
297 * Vector objectMovement = calculateShift();
298 * someNode->shiftCoor(objectMovement);
299 *
300 * this is the internal method of:
301 * PNode* someNode = ...;
302 * Vector objectMovement = calculateShift();
303 * Vector currentCoor = someNode->getRelCoor();
304 * Vector newCoor = currentCoor + objectMovement;
305 * someNode->setRelCoor(newCoor);
306 *
307 */
308void PNode::shiftCoor (const Vector& shift)
309{
310  this->relCoordinate += shift;
311  this->bRelCoorChanged = true;
312}
313
314
315/**
316 * @brief set relative direction
317 * @param relDir to its parent
318 */
319void PNode::setRelDir (const Quaternion& relDir)
320{
321  if (this->toDirection!= NULL)
322  {
323    delete this->toDirection;
324    this->toDirection = NULL;
325  }
326  this->relDirection = relDir;
327
328  this->bRelCoorChanged = true;
329}
330
331
332/**
333 * @see void PNode::setRelDir (const Quaternion& relDir)
334 * @param x the x direction
335 * @param y the y direction
336 * @param z the z direction
337 *
338 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
339 */
340void PNode::setRelDir (float x, float y, float z)
341{
342  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
343}
344
345
346/**
347 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
348 * @param relDirSoft the direction to iterate to smoothely.
349 * @param bias how fast to iterate to the new Direction
350 */
351void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
352{
353  if (likely(this->toDirection == NULL))
354    this->toDirection = new Quaternion();
355
356  *this->toDirection = relDirSoft;
357  this->bias = bias;
358  this->bRelDirChanged = true;
359}
360
361
362/**
363 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
364 * @param x the x direction
365 * @param y the y direction
366 * @param z the z direction
367 *
368 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
369 */
370void PNode::setRelDirSoft(float x, float y, float z, float bias)
371{
372  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
373}
374
375
376/**
377 * @brief sets the absolute direction
378 * @param absDir absolute coordinates
379 */
380void PNode::setAbsDir (const Quaternion& absDir)
381{
382  if (this->toDirection!= NULL)
383  {
384    delete this->toDirection;
385    this->toDirection = NULL;
386  }
387
388  if (likely(this->parent != NULL))
389    this->relDirection = absDir / this->parent->getAbsDir();
390  else
391   this->relDirection = absDir;
392
393  this->bRelDirChanged = true;
394}
395
396
397/**
398 * @see void PNode::setAbsDir (const Quaternion& relDir)
399 * @param x the x direction
400 * @param y the y direction
401 * @param z the z direction
402 *
403 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
404 */
405void PNode::setAbsDir (float x, float y, float z)
406{
407  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
408}
409
410
411/**
412 * @brief sets the absolute direction
413 * @param absDir absolute coordinates
414 * @param bias how fast to iterator to the new Position
415 */
416void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
417{
418  if (this->toDirection == NULL)
419    this->toDirection = new Quaternion();
420
421  if (likely(this->parent != NULL))
422    *this->toDirection = absDirSoft / this->parent->getAbsDir();
423  else
424   *this->toDirection = absDirSoft;
425
426  this->bias = bias;
427  this->bRelDirChanged = true;
428}
429
430
431/**
432 * @see void PNode::setAbsDir (const Quaternion& relDir)
433 * @param x the x direction
434 * @param y the y direction
435 * @param z the z direction
436 *
437 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
438 */
439void PNode::setAbsDirSoft (float x, float y, float z, float bias)
440{
441  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
442}
443
444
445/**
446 * @brief shift Direction
447 * @param shift the direction around which to shift.
448 */
449void PNode::shiftDir (const Quaternion& shift)
450{
451  this->relDirection = this->relDirection * shift;
452  this->bRelDirChanged = true;
453}
454
455
456/**
457 * @brief adds a child and makes this node to a parent
458 * @param child child reference
459 * use this to add a child to this node.
460 */
461void PNode::addChild (PNode* child)
462{
463  if( likely(child->parent != NULL))
464      child->parent->children.remove(child);
465  if (this->checkIntegrity(child))
466  {
467    child->parent = this;
468    if (unlikely(this != NULL))
469      this->children.push_back(child);
470    child->parentCoorChanged();
471  }
472  else
473  {
474    PRINTF(1)("Tried to reparent to own child '%s::%s' to '%s::%s'.\n",
475              this->getClassName(), this->getName(), child->getClassName(), child->getName());
476    child->parent = NULL;
477  }
478}
479
480
481/**
482 * @see PNode::addChild(PNode* child);
483 * @param childName the name of the child to add to this PNode
484 */
485void PNode::addChild (const char* childName)
486{
487  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
488  if (childNode != NULL)
489    this->addChild(childNode);
490}
491
492
493/**
494 * @brief removes a child from the node
495 * @param child the child to remove from this pNode.
496 *
497 * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode
498 */
499void PNode::removeChild (PNode* child)
500{
501  if (child != NULL)
502   child->removeNode();
503}
504
505
506/**
507 * !! PRIVATE FUNCTION
508 * @brief reparents a node (happens on Parents Node delete or remove if Flags are set.)
509 */
510void PNode::reparent()
511{
512  if (this->parentMode & PNODE_REPARENT_TO_NULLPARENT)
513    this->setParent(PNode::getNullParent());
514  else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
515    this->setParent(this->parent->getParent());
516}
517
518
519/**
520 * @brief remove this pnode from the tree and adds all following to NullParent
521 *
522 * this can be the case, if an entity in the world is being destroyed.
523 */
524void PNode::removeNode()
525{
526  if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE)
527  {
528    list<PNode*>::iterator child = this->children.begin();
529    list<PNode*>::iterator reparenter;
530    while (child != this->children.end())
531    {
532      reparenter = child;
533      child++;
534      (*reparenter)->reparent();
535    }
536  }
537  if (this->parent != NULL)
538    this->parent->children.remove(this);
539}
540
541
542/**
543 * @see PNode::setParent(PNode* parent);
544 * @param parentName the name of the Parent to set to this PNode
545 */
546void PNode::setParent (const char* parentName)
547{
548  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
549  if (parentNode != NULL)
550    parentNode->addChild(this);
551  else
552    PRINTF(2)("Not Found PNode's (%s::%s) new Parent by Name: %s\n",
553              this->getClassName(), this->getName(), parentName);
554}
555
556
557/**
558 * @brief does the reparenting in a very smooth way
559 * @param parentNode the new Node to connect this node to.
560 * @param bias the speed to iterate to this new Positions
561 */
562void PNode::setParentSoft(PNode* parentNode, float bias)
563{
564  // return if the new parent and the old one match
565  if (this->parent == parentNode )
566    return;
567  if (parentNode == NULL)
568    parentNode = PNode::getNullParent();
569
570  // store the Valures to iterate to.
571  if (likely(this->toCoordinate == NULL))
572  {
573    this->toCoordinate = new Vector();
574    *this->toCoordinate = this->getRelCoor();
575  }
576  if (likely(this->toDirection == NULL))
577  {
578    this->toDirection = new Quaternion();
579    *this->toDirection = this->getRelDir();
580  }
581  this->bias = bias;
582
583
584  Vector tmpV = this->getAbsCoor();
585  Quaternion tmpQ = this->getAbsDir();
586
587  parentNode->addChild(this);
588
589 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
590   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
591 else
592   this->relCoordinate = tmpV - parentNode->getAbsCoor();
593
594 this->relDirection = tmpQ / parentNode->getAbsDir();
595}
596
597
598/**
599 * @brief does the reparenting in a very smooth way
600 * @param parentName the name of the Parent to reconnect to
601 * @param bias the speed to iterate to this new Positions
602 */
603void PNode::setParentSoft(const char* parentName, float bias)
604{
605  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
606  if (parentNode != NULL)
607    this->setParentSoft(parentNode, bias);
608}
609
610/**
611 * @param parentMode sets the parentingMode of this Node
612 */
613void PNode::setParentMode(PARENT_MODE parentMode)
614{
615  this->parentMode &= (0xfff0 | parentMode);
616}
617
618/**
619 * @brief sets the mode of this parent manually
620 * @param parentMode a String representing this parentingMode
621 */
622void PNode::setParentMode (const char* parentingMode)
623{
624  this->setParentMode(PNode::charToParentingMode(parentingMode));
625}
626
627/**
628 * @brief adds special mode Flags to this PNode
629 * @see PARENT_MODE
630 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
631 */
632void PNode::addNodeModeFlags(unsigned short nodeFlags)
633{
634  this->parentMode |= nodeFlags;
635}
636
637/**
638 * @brief removes special mode Flags to this PNode
639 * @see PARENT_MODE
640 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
641 */
642void PNode::removeNodeModeFlags(unsigned short nodeFlags)
643{
644  this->parentMode &= !nodeFlags;
645}
646
647
648/**
649 * !! PRIVATE FUNCTION
650 * @brief checks the upward integrity (e.g if PNode is somewhere up the Node tree.)
651 * @param checkParent the Parent to check.
652 * @returns true if the integrity-check succeeds, false otherwise.
653 *
654 * If there is a second occurence of checkParent before NULL, then a loop could get
655 * into the Tree, and we do not want this.
656 */
657bool PNode::checkIntegrity(const PNode* checkParent) const
658{
659  const PNode* parent = this;
660  while ( (parent = parent->getParent()) != NULL)
661    if (unlikely(parent == checkParent))
662      return false;
663  return true;
664}
665
666
667/**
668 * @brief updates the absCoordinate/absDirection
669 * @param dt The time passed since the last update
670 *
671 * this is used to go through the parent-tree to update all the absolute coordinates
672 * and directions. this update should be done by the engine, so you don't have to
673 * worry, normaly...
674 */
675void PNode::updateNode (float dt)
676{
677  if (!(this->parentMode & PNODE_STATIC_NODE))
678  {
679    if( likely(this->parent != NULL))
680    {
681        // movement for nodes with smoothMove enabled
682        if (unlikely(this->toCoordinate != NULL))
683        {
684          Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
685          if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
686          {
687            this->shiftCoor(moveVect);
688          }
689          else
690          {
691            delete this->toCoordinate;
692            this->toCoordinate = NULL;
693            PRINTF(5)("SmoothMove of %s finished\n", this->getName());
694          }
695        }
696        if (unlikely(this->toDirection != NULL))
697        {
698          Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
699          if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
700          {
701            this->relDirection = rotQuat;
702            this->bRelDirChanged;
703          }
704          else
705          {
706            delete this->toDirection;
707            this->toDirection = NULL;
708            PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
709          }
710        }
711
712        // MAIN UPDATE /////////////////////////////////////
713        this->lastAbsCoordinate = this->absCoordinate;
714
715        PRINTF(5)("PNode::update - '%s::%s' - (%f, %f, %f)\n", this->getClassName(), this->getName(),
716                      this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
717
718
719        if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
720        {
721          /* update the current absDirection - remember * means rotation around sth.*/
722          this->prevRelCoordinate = this->relCoordinate;
723          this->absDirection = this->relDirection * parent->getAbsDir();;
724        }
725
726        if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
727        {
728        /* update the current absCoordinate */
729        this->prevRelCoordinate = this->relCoordinate;
730        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
731        }
732        else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
733        {
734          /* update the current absCoordinate */
735        this->prevRelCoordinate = this->relCoordinate;
736        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
737        }
738        /////////////////////////////////////////////////
739      }
740
741  else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT
742    {
743      PRINTF(4)("update ParentLess Node (%s::%s) - (%f, %f, %f)\n", this->getClassName(), this->getName(),
744                this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
745        if (this->bRelCoorChanged)
746        {
747          this->prevRelCoordinate = this->relCoordinate;
748          this->absCoordinate = this->relCoordinate;
749        }
750        if (this->bRelDirChanged)
751        {
752          this->prevRelDirection = this->relDirection;
753          this->absDirection = this->getAbsDir () * this->relDirection;
754        }
755      }
756    }
757
758    if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE ))
759    {
760      list<PNode*>::iterator child;
761      for (child = this->children.begin(); child != this->children.end(); child ++)
762      {
763        /* if this node has changed, make sure, that all children are updated also */
764        if( likely(this->bRelCoorChanged))
765          (*child)->parentCoorChanged ();
766        if( likely(this->bRelDirChanged))
767          (*child)->parentDirChanged ();
768
769        (*child)->updateNode(dt);
770      }
771    }
772    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
773    this->bRelCoorChanged = false;
774    this->bRelDirChanged = false;
775}
776
777
778
779
780
781/*************
782 * DEBUGGING *
783 *************/
784/**
785 * @brief counts total amount the children walking through the entire tree.
786 * @param nodes the counter
787 */
788void PNode::countChildNodes(int& nodes) const
789{
790  nodes++;
791  list<PNode*>::const_iterator child;
792  for (child = this->children.begin(); child != this->children.end(); child ++)
793    (*child)->countChildNodes(nodes);
794}
795
796
797/**
798 * @brief displays some information about this pNode
799 * @param depth The deph into which to debug the children of this PNode to.
800 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
801 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
802 */
803void PNode::debugNode(unsigned int depth, unsigned int level) const
804{
805  for (unsigned int i = 0; i < level; i++)
806    PRINT(0)(" |");
807  if (this->children.size() > 0)
808    PRINT(0)(" +");
809  else
810    PRINT(0)(" -");
811
812  int childNodeCount = 0;
813  this->countChildNodes(childNodeCount);
814
815  PRINT(0)("PNode(%s::%s) - absCoord: (%0.2f, %0.2f, %0.2f), relCoord(%0.2f, %0.2f, %0.2f), direction(%0.2f, %0.2f, %0.2f) - %s - %d childs\n",
816           this->getClassName(),
817           this->getName(),
818           this->absCoordinate.x,
819           this->absCoordinate.y,
820           this->absCoordinate.z,
821           this->relCoordinate.x,
822           this->relCoordinate.y,
823           this->relCoordinate.z,
824           this->getAbsDirV().x,
825           this->getAbsDirV().y,
826           this->getAbsDirV().z,
827           this->parentingModeToChar(parentMode),
828           childNodeCount);
829  if (depth >= 2 || depth == 0)
830  {
831    list<PNode*>::const_iterator child;
832    for (child = this->children.begin(); child != this->children.end(); child ++)
833    {
834      if (depth == 0)
835        (*child)->debugNode(0, level + 1);
836      else
837        (*child)->debugNode(depth - 1, level +1);
838    }
839  }
840}
841
842/**
843 * @brief displays the PNode at its position with its rotation as a cube.
844 * @param  depth The deph into which to debug the children of this PNode to.
845 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
846 * @param size the Size of the Box to draw.
847 * @param color the color of the Box to display.
848 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
849 */
850void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
851{
852  // if this is the first Element we draw
853  if (level == 0)
854  {
855    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
856    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
857
858    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
859    glDisable(GL_BLEND);         // ''
860    glDisable(GL_TEXTURE_2D);    // ''
861    glDisable(GL_DEPTH_TEST);    // ''
862  }
863
864  glPushMatrix();                // repush the Matrix-stack
865  /* translate */
866  glTranslatef (this->getAbsCoor ().x,
867                this->getAbsCoor ().y,
868                this->getAbsCoor ().z);
869//  this->getAbsDir ().matrix (matrix);
870
871  /* rotate */
872  Vector tmpRot = this->getAbsDir().getSpacialAxis();
873  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
874  /* set the new Color */
875  glColor3f(color.x, color.y, color.z);
876  { /* draw a cube of size size */
877    glBegin(GL_LINE_STRIP);
878    glVertex3f(-.5*size, -.5*size,  -.5*size);
879    glVertex3f(+.5*size, -.5*size,  -.5*size);
880    glVertex3f(+.5*size, -.5*size,  +.5*size);
881    glVertex3f(-.5*size, -.5*size,  +.5*size);
882    glVertex3f(-.5*size, -.5*size,  -.5*size);
883    glEnd();
884    glBegin(GL_LINE_STRIP);
885    glVertex3f(-.5*size, +.5*size,  -.5*size);
886    glVertex3f(+.5*size, +.5*size,  -.5*size);
887    glVertex3f(+.5*size, +.5*size,  +.5*size);
888    glVertex3f(-.5*size, +.5*size,  +.5*size);
889    glVertex3f(-.5*size, +.5*size,  -.5*size);
890    glEnd();
891
892    glBegin(GL_LINES);
893    glVertex3f(-.5*size, -.5*size,  -.5*size);
894    glVertex3f(-.5*size, +.5*size,  -.5*size);
895    glVertex3f(+.5*size, -.5*size,  -.5*size);
896    glVertex3f(+.5*size, +.5*size,  -.5*size);
897    glVertex3f(+.5*size, -.5*size,  +.5*size);
898    glVertex3f(+.5*size, +.5*size,  +.5*size);
899    glVertex3f(-.5*size, -.5*size,  +.5*size);
900    glVertex3f(-.5*size, +.5*size,  +.5*size);
901    glEnd();
902  }
903
904  glPopMatrix();
905  if (depth >= 2 || depth == 0)
906  {
907    /* rotate the current color in HSV space around 20 degree */
908    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
909    list<PNode*>::const_iterator child;
910    for (child = this->children.begin(); child != this->children.end(); child ++)
911    {
912      // drawing the Dependency graph
913     if (this != PNode::getNullParent())
914      {
915       glBegin(GL_LINES);
916       glColor3f(color.x, color.y, color.z);
917       glVertex3f(this->getAbsCoor ().x,
918                  this->getAbsCoor ().y,
919                  this->getAbsCoor ().z);
920        glColor3f(childColor.x, childColor.y, childColor.z);
921        glVertex3f((*child)->getAbsCoor ().x,
922                   (*child)->getAbsCoor ().y,
923                   (*child)->getAbsCoor ().z);
924        glEnd();
925      }
926
927      /* if we want to draw the children too */
928      if (depth == 0) /* -> all of them */
929        (*child)->debugDraw(0, size, childColor, level+1);
930      else            /* -> only the Next one */
931        (*child)->debugDraw(depth - 1, size, childColor, level +1);
932    }
933  }
934  if (level == 0)
935    glPopAttrib(); /* pop the saved attributes back out */
936}
937
938
939
940/////////////////////
941// HELPER_FUCTIONS //
942/////////////////////
943
944/**
945 * @brief converts a parentingMode into a string that is the name of it
946 * @param parentingMode the ParentingMode to convert
947 * @return the converted string
948 */
949const char* PNode::parentingModeToChar(int parentingMode)
950{
951  if (parentingMode == PNODE_LOCAL_ROTATE)
952    return "local-rotate";
953  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
954    return "rotate-movement";
955  else if (parentingMode == PNODE_MOVEMENT)
956    return "movement";
957  else if (parentingMode == PNODE_ALL)
958    return "all";
959  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
960    return "rotate-and-move";
961}
962
963/**
964 * @brief converts a parenting-mode-string into a int
965 * @param parentingMode the string naming the parentingMode
966 * @return the int corresponding to the named parentingMode
967 */
968PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
969{
970  if (!strcmp(parentingMode, "local-rotate"))
971    return (PNODE_LOCAL_ROTATE);
972  else  if (!strcmp(parentingMode, "rotate-movement"))
973    return (PNODE_ROTATE_MOVEMENT);
974  else  if (!strcmp(parentingMode, "movement"))
975    return (PNODE_MOVEMENT);
976  else  if (!strcmp(parentingMode, "all"))
977    return (PNODE_ALL);
978  else  if (!strcmp(parentingMode, "rotate-and-move"))
979    return (PNODE_ROTATE_AND_MOVE);
980}
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